/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
 */
//
// cg_playerstate.c -- this file acts on changes in a new playerState_t
// With normal play, this will be done after local prediction, but when
// following another player or playing back a demo, it will be checked
// when the snapshot transitions like all the other entities

#include "cg_local.h"

/*
==============
CG_CheckAmmo

If the ammo has gone low enough to generate the warning, play a sound
==============
 */
void CG_CheckAmmo(void) {
    /*int		i;
    int		total;
    int		previous;
    int		weapons;*/

    return; // annoying warning :)

    // see about how many seconds of ammo we have remaining
    /*weapons = cg.snap->ps.stats[ STAT_WEAPONS ];
    total = 0;
    for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
            if ( ! ( weapons & ( 1 << i ) ) ) {
                    continue;
            }
            switch ( i ) {
            case WP_ROCKET_LAUNCHER:
            case WP_GRENADE_LAUNCHER:
            case WP_RAILGUN:
            case WP_SHOTGUN:
                    total += cg.snap->ps.ammo[i] * 1000;
                    break;
            default:
                    total += cg.snap->ps.ammo[i] * 200;
                    break;
            }
            if ( total >= 5000 ) {
                    cg.lowAmmoWarning = 0;
                    return;
            }
    }

    previous = cg.lowAmmoWarning;

    if ( total == 0 ) {
            cg.lowAmmoWarning = 2;
    } else {
            cg.lowAmmoWarning = 1;
    }

    // play a sound on transitions
    if ( cg.lowAmmoWarning != previous ) {
            trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
    }*/
}

/*
==============
CG_DamageFeedback
==============
 */
void CG_DamageFeedback(int yawByte, int pitchByte, int damage) {
    float left, front, up;
    float kick;
    int health;
    float scale;
    vec3_t dir;
    vec3_t angles;
    float dist;
    float yaw, pitch;
    int fov;

    // show the attacking player's head and name in corner
    //cg.attackerTime = cg.time;

    // the lower on health you are, the greater the view kick will be
    health = cg.snap->ps.stats[STAT_HEALTH];

    if (health < 40) {
        scale = 2;
    } else {
        scale = 40.0 / health;
    }
    kick = damage * scale;

    if (kick < 5)
        kick = 5;
    if (kick > 50)
        kick = 50;

    // if yaw and pitch are both 255, make the damage always centered (falling, etc)
    if (yawByte == 255 && pitchByte == 255) {
        cg.damageX = 0;
        cg.damageY = 0;
        cg.v_dmg_roll = 0;
        cg.v_dmg_pitch = -kick;
    } else {
        // positional
        pitch = pitchByte / 255.0 * 360;
        yaw = yawByte / 255.0 * 360;

        angles[PITCH] = pitch;
        angles[YAW] = yaw;
        angles[ROLL] = 0;

        AngleVectors(angles, dir, NULL, NULL);
        VectorSubtract(vec3_origin, dir, dir);

        front = DotProduct(dir, cg.refdef.viewaxis[0]);
        left = DotProduct(dir, cg.refdef.viewaxis[1]);
        up = DotProduct(dir, cg.refdef.viewaxis[2]);

        dir[0] = front;
        dir[1] = left;
        dir[2] = 0;
        dist = VectorLength(dir);
        if (dist < 0.1) {
            dist = 0.1f;
        }

        cg.v_dmg_roll = kick * left;

        cg.v_dmg_pitch = -kick * front;

        if (front <= 0.1) {
            front = 0.1f;
        }
        cg.damageX = -left / front;
        cg.damageY = up / dist;
    }

    // clamp the position
    if (cg.damageX > 1.0) {
        cg.damageX = 1.0;
    }
    if (cg.damageX < -1.0) {
        cg.damageX = -1.0;
    }

    if (cg.damageY > 1.0) {
        cg.damageY = 1.0;
    }
    if (cg.damageY < -1.0) {
        cg.damageY = -1.0;
    }

    // don't let the screen flashes vary as much
    if (kick > 10) {
        kick = 10;
    }
    cg.damageValue = kick;
    cg.v_dmg_time = cg.time + DAMAGE_TIME;
    cg.damageTime = cg.snap->serverTime;
}

/*
================
CG_Respawn

A respawn happened this snapshot
================
 */
void CG_Respawn(void) {
    // no error decay on player movement
    cg.thisFrameTeleport = qtrue;

    // display weapons available
    cg.weaponSelectTime = cg.time;

    // select the weapon the server says we are using
    cg.weaponSelect = cg.snap->ps.weapon;
}

extern char *eventnames[];

/*
==============
CG_CheckPlayerstateEvents
==============
 */
void CG_CheckPlayerstateEvents(playerState_t *ps, playerState_t *ops) {
    int i;
    int event;
    centity_t *cent;

    if (ps->externalEvent && ps->externalEvent != ops->externalEvent) {
        cent = &cg_entities[ ps->clientNum ];
        cent->currentState.event = ps->externalEvent;
        cent->currentState.eventParm = ps->externalEventParm;
        CG_EntityEvent(cent, cent->lerpOrigin);
    }

    cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];
    // go through the predictable events buffer
    for (i = ps->eventSequence - MAX_PS_EVENTS; i < ps->eventSequence; i++) {
        // if we have a new predictable event
        if (i >= ops->eventSequence
                // or the server told us to play another event instead of a predicted event we already issued
                // or something the server told us changed our prediction causing a different event
                || (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS - 1)] != ops->events[i & (MAX_PS_EVENTS - 1)])) {

            event = ps->events[ i & (MAX_PS_EVENTS - 1) ];
            cent->currentState.event = event;
            cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS - 1) ];
            CG_EntityEvent(cent, cent->lerpOrigin);

            cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS - 1) ] = event;

            cg.eventSequence++;
        }
    }
}

/*
==================
CG_CheckChangedPredictableEvents
==================
 */
void CG_CheckChangedPredictableEvents(playerState_t *ps) {
    int i;
    int event;
    centity_t *cent;

    cent = &cg.predictedPlayerEntity;
    for (i = ps->eventSequence - MAX_PS_EVENTS; i < ps->eventSequence; i++) {
        //
        if (i >= cg.eventSequence) {
            continue;
        }
        // if this event is not further back in than the maximum predictable events we remember
        if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) {
            // if the new playerstate event is different from a previously predicted one
            if (ps->events[i & (MAX_PS_EVENTS - 1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS - 1) ]) {

                event = ps->events[ i & (MAX_PS_EVENTS - 1) ];
                cent->currentState.event = event;
                cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS - 1) ];
                CG_EntityEvent(cent, cent->lerpOrigin);

                cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS - 1) ] = event;

                if (cg_showmiss.integer) {
                    CG_Printf("WARNING: changed predicted event\n");
                }
            }
        }
    }
}

/*
==================
pushReward
==================
 */
static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) {
    if (cg.rewardStack < (MAX_REWARDSTACK - 1)) {
        cg.rewardStack++;
        cg.rewardSound[cg.rewardStack] = sfx;
        cg.rewardShader[cg.rewardStack] = shader;
        cg.rewardCount[cg.rewardStack] = rewardCount;
    }
}

/*
==================
CG_CheckLocalSounds
==================
 */
void CG_CheckLocalSounds(playerState_t *ps, playerState_t *ops) {
    int highScore, health, armor, reward;
    sfxHandle_t sfx;

    // don't play the sounds if the player just changed teams
    if (ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM]) {
        return;
    }

    // hit changes
    if (ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS]) {
        armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
        health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
#ifdef MISSIONPACK
        if (armor > 50) {
            trap_S_StartLocalSound(cgs.media.hitSoundHighArmor, CHAN_LOCAL_SOUND);
        } else if (armor || health > 100) {
            trap_S_StartLocalSound(cgs.media.hitSoundLowArmor, CHAN_LOCAL_SOUND);
        } else {
            trap_S_StartLocalSound(cgs.media.hitSound, CHAN_LOCAL_SOUND);
        }
#else
        trap_S_StartLocalSound(cgs.media.hitSound, CHAN_LOCAL_SOUND);
#endif
    } else if (ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS]) {
        trap_S_StartLocalSound(cgs.media.hitTeamSound, CHAN_LOCAL_SOUND);
    }

    // health changes of more than -1 should make pain sounds
    if (ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1) {
        if (ps->stats[STAT_HEALTH] > 0) {
            CG_PainEvent(&cg.predictedPlayerEntity, ps->stats[STAT_HEALTH]);
        }
    }


    // if we are going into the intermission, don't start any voices
    if (cg.intermissionStarted) {
        return;
    }

    // if any of the player event bits changed
    if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) {
        if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) !=
                (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) {
            trap_S_StartLocalSound(cgs.media.deniedSound, CHAN_ANNOUNCER);
        } else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) !=
                (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) {
            trap_S_StartLocalSound(cgs.media.humiliationSound, CHAN_ANNOUNCER);
        } else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) !=
                (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) {
            trap_S_StartLocalSound(cgs.media.holyShitSound, CHAN_ANNOUNCER);
        }
        reward = qtrue;
    }

    // lead changes
    if (!reward) {
        //
        if (!cg.warmup) {
            // never play lead changes during warmup
            if (ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK]) {
                if (cgs.gametype == GT_FFA) {
                    if (ps->persistant[PERS_RANK] == 0) {
                        CG_AddBufferedSound(cgs.media.takenLeadSound);
                    } else if (ps->persistant[PERS_RANK] == RANK_TIED_FLAG) {
                        CG_AddBufferedSound(cgs.media.tiedLeadSound);
                    } else if ((ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG) == 0) {
                        CG_AddBufferedSound(cgs.media.lostLeadSound);
                    }
                }
            }
        }
    }

    // timelimit warnings
    if (cgs.timelimit > 0) {
        int msec;

        msec = cg.time - cgs.levelStartTime;
        if (!(cg.timelimitWarnings & 4) && msec > (cgs.timelimit * 60 + 2) * 1000) {
            cg.timelimitWarnings |= 1 | 2 | 4;
            trap_S_StartLocalSound(cgs.media.suddenDeathSound, CHAN_ANNOUNCER);
        } else if (!(cg.timelimitWarnings & 2) && msec > (cgs.timelimit - 1) * 60 * 1000) {
            cg.timelimitWarnings |= 1 | 2;
            trap_S_StartLocalSound(cgs.media.oneMinuteSound, CHAN_ANNOUNCER);
        } else if (cgs.timelimit > 5 && !(cg.timelimitWarnings & 1) && msec > (cgs.timelimit - 5) * 60 * 1000) {
            cg.timelimitWarnings |= 1;
            trap_S_StartLocalSound(cgs.media.fiveMinuteSound, CHAN_ANNOUNCER);
        }
    }

    // fraglimit warnings
    if (cgs.fraglimit > 0) {
        highScore = cgs.scores1;
        if (!(cg.fraglimitWarnings & 4) && highScore == (cgs.fraglimit - 1)) {
            cg.fraglimitWarnings |= 1 | 2 | 4;
            CG_AddBufferedSound(cgs.media.oneFragSound);
        } else if (cgs.fraglimit > 2 && !(cg.fraglimitWarnings & 2) && highScore == (cgs.fraglimit - 2)) {
            cg.fraglimitWarnings |= 1 | 2;
            CG_AddBufferedSound(cgs.media.twoFragSound);
        } else if (cgs.fraglimit > 3 && !(cg.fraglimitWarnings & 1) && highScore == (cgs.fraglimit - 3)) {
            cg.fraglimitWarnings |= 1;
            CG_AddBufferedSound(cgs.media.threeFragSound);
        }
    }
}

/*
===============
CG_TransitionPlayerState

===============
 */
void CG_TransitionPlayerState(playerState_t *ps, playerState_t *ops) {
    // check for changing follow mode
    if (ps->clientNum != ops->clientNum) {
        cg.thisFrameTeleport = qtrue;
        // make sure we don't get any unwanted transition effects
        *ops = *ps;
    }

    // damage events (player is getting wounded)
    if (ps->damageEvent != ops->damageEvent && ps->damageCount) {
        CG_DamageFeedback(ps->damageYaw, ps->damagePitch, ps->damageCount);
    }

    // respawning
    if (ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT]) {
        CG_Respawn();
    }

    if (cg.mapRestart) {
        CG_Respawn();
        cg.mapRestart = qfalse;
    }

    if (cg.snap->ps.pm_type != PM_INTERMISSION
            && ps->persistant[PERS_TEAM] != TEAM_SPECTATOR) {
        CG_CheckLocalSounds(ps, ops);
    }

    // check for going low on ammo
    CG_CheckAmmo();

    // run events
    CG_CheckPlayerstateEvents(ps, ops);

    // smooth the ducking viewheight change
    if (ps->viewheight != ops->viewheight) {
        cg.duckChange = ps->viewheight - ops->viewheight;
        cg.duckTime = cg.time;
    }
}

